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narf0708

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    Rocketeer
  1. The last one. The idea is that you have a single craft launched from the KSC. It's only propulsion is then and remains a single onboard Thud engine. What if one makes a refueling station attached to the thud-rocket(so that it is contained in a single craft file and is 'launched' from the VAB only once) with a decoupler, launches the thud-rocket into LKO carrying a payload of a fuel tank(empty) with docking port, drains all extra fuel into the tank, undocks, returns and lands at the refueling station that was left on the KSC's launchpad to refuel, then returns to orbit, redocks with the payload in LKO, deposits more fuel into it, and so on and so forth. Of course, one would need to be very efficient at orbital rendezvous(with only one thud, and no RCS, I'm assuming) and also pretty good at landing at a very specific location. I know that I don't have the piloting skills necessary for this, but it should be possible for someone who is more capable than I am to get a rather large amount of fuel into orbit, and from there, to just about anywhere.
  2. Finally! Been wishing for something like this for a long time now.
  3. I'm experiencing a little issue with this: The first rover contract says to launch the rover to Kerbin, and set the vessel type to rover. I did this, but it didn't register that the vessel type was changed to rover, and thus did not complete the contract despite having done what it asked. I tried setting the type to rover from both the tracking station and from the probe core, but to no avail.
  4. Having the same problem here with the landing legs.
  5. The new 1.0.3 update reduced drag, which explains the 'pessimistic' predictions seen.
  6. AXCN_K.S.P, wasn't aware it was possible to get nearly that fast at sea level in stock; everything that I'm building has a slight tendency to explode at around 1,300m/s. I attempted to replicate your achievement with a replica of your craft, but I found it to be too unstable for my piloting skills; it would spin out of control whenever it exceeded ~350m/s. Was able to get it up to ~450m/s once though. I have to ask how you did it, and if you could be so kind as to upload the craft file. Anyways, my entry with a speed of 1,481m/s: Here's the plane on the runway: Here's the plane prior to exploding: Here's the plane after exploding: And the final results: Might be able to get it above 1,500m/s, but it's overheating and exploding in about two seconds, so I'm not sure how to go about it. I'm inclined to play around with Nertea's heat control mod, but I'm not sure if that would be allowed for this challenge. Or maybe try to put a heat shield somewhere... EDIT: Made with 1.0.2. Going to be testing in 1.0.3 later, and probably resubmitting.
  7. Yep, doing it manually works here, thanks. Would have been nice had the patch worked though. Also, does it matter what directory the patch is put in so long as it is somewhere in GameData?
  8. I did as you said, then put a single Mk1 pod on the launch pad to test it. This happened: http://i.imgur.com/sa6WzhJ.png Only difference seems to be that the skybox is gone too. I'll try manually editing the code for the parts next, I'll post an update on that as soon as I can. Also, switching windows out of KSP in that state, then back appears to bring the skybox back...
  9. As my KSP has been crashing a lot again due to the general increase in number of mods(even with aggressive active texture management, and manually deleting parts that I never use or that are redundant), I've been thinking about ways to further decrease memory usage, and I suspect that IVAs are the only thing I haven't touched as of yet in this effort of mine to maximize memory and mods. Manually deleting the /Gamedata/Squad/Spaces/ folder resulted in everything except the KSC, GUI, and skybox to magically vanish, so I must appeal to the more educated modders for help. Can someone make a mod that would systematically locate and eliminate all IVAs? Or at least some sort of patch that deletes the parts' references to the IVA files, which could then be manually deleted? Note that even doing this just for the stock IVAs would b a great help; that would free up ~100MB of space(My IVAs from mods are only at ~11MB total).
  10. This is what I'm thinking. FAR mechanics should act the same as they did before, so the predictions for FAR should also be the same.
  11. StahnAileron, the last I heard RoverRude was working with Squad to implement a stock resource system for the 1.0 release, which I would bet is going to include asteroid mining. If not, there should at least be the code infrastructure in place for some decent asteroid mining mods. So just have a little bit of patience, and you'll get to mine the asteroids soon enough.
  12. Is using KAS to place struts allowed, or would that be considered cheating?
  13. The icon for this isn't showing up for me, either on the stock toolbar or on Bizzy's toolbar. However, the Kerbal Engineer buttons(on both stock and Blizzy's toolbars) are showing up. The DCOM and ACOM aren't showing up either. EDIT: Just tried reinstalling RCSBA, still not working. Am I installing it wrong(\GameData\RCSBuildAid-master\)?
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